Page 20 of 24 FirstFirst ... 101819202122 ... LastLast
Results 191 to 200 of 240

  Click here to go to the first staff post in this thread.   Thread: Bug reports

  1. #191
    Member Level 12 Gabriel's Avatar
    Join Date
    May 2008
    Location
    Spain, Madrid
    Posts
    875
    Rep Points
    31
    Rep Power
    6
    Land Matress main gun cant be repaired
    GIVE ME - REP, PEOPLE CARES SO MUCH ABOUT IT. BUT ALSO CHECK MY YOUTUBE CHANNEL!

    My Youtube Channel: http://www.youtube.com/user/MenOfWar...?feature=guide

  2. #192
    Member Level 7
    Join Date
    Jun 2008
    Posts
    297
    Rep Points
    3
    Rep Power
    5
    soldiers always take all repair kits even if they already have one and sometimes they only put one back in

  3. #193
    Member Level 9 Ritterlichvon86's Avatar
    Join Date
    May 2011
    Location
    Germany
    Posts
    517
    Rep Points
    40
    Rep Power
    3
    Yes, if repair packs were not stacked in the inventory that might be an elegant work around.


    KV-85's hull is bugged. When Hull destroyed by burning it does not die. It also does not need repairs, just refit it with soldiers and you can use it again. This can also be used as an exploit, set the thing on fire, get your 40 CP back, re-crew it. Did it two times, in neither case was TNT/HE ignited.

    My Vet Tiger also shot through the turret down into the hull and Hull destroyed it, but as the KV-85 did not explode, it was firing a good 12 seconds later again, surprising and killing my Vet Tiger.
    Best regards!
    Internet addiction is a curse that steals at least an hour or two each day. Where is the hospital? Schedule my a***, what's going on ?

  4. #194
    Member Level 16
    Join Date
    Jun 2010
    Location
    UK
    Posts
    1,417
    Rep Points
    25
    Rep Power
    4
    I knew there was something wrong with KV-85. I had a problem with AT-nading it in one my games but after your post I had a closer look and it seems true that it is not possible to kill this tank with AT-nades or even TNT when holding it and cooking it next to the engine. No amount of AT-nades thrown at the engine will set the engine on fire. IS-1, for example, is at high risk of having its engine set on fire after the explosion.

    I also noticed that molotovs tend to be absolutely useless. 2 molotovs thrown at the engine used to set a tank on fire; not any more. A flame thrower works however.
    Last edited by CzaD; 12-07-2012 at 00:09.

  5. #195
    Member Level 10 ShtoormoVick's Avatar
    Join Date
    Feb 2012
    Location
    Schneewirbelland
    Posts
    581
    Rep Points
    2
    Rep Power
    2
    I've killed KV-85 with the AT-gun sideshot to the engine - 1 hit explosion. Multiple times.

    I'm not saying it's not bugged, or anything - just sharing the experience.

    As for molotovs, I agree - it seems, the chance of setting engine on fire was drastically reduced, and that is bad.
    I think it should set an area on fire, not just one individual infantryman on contact, also. This way you could kill whatever the amount of infantry, if bunched up.
    Last edited by ShtoormoVick; 11-07-2012 at 20:39.
    Quote Originally Posted by ShtoormoVick View Post
    ...carma-gurus are welcome, since this unanimous rep system is a joke - I don't really care. But it may give you that little extra significance feeling: hey! your voice counts! YOU actually change something in this world! :D

  6. #196
    Member Level 16
    Join Date
    Jun 2010
    Location
    UK
    Posts
    1,417
    Rep Points
    25
    Rep Power
    4
    Quote Originally Posted by ShtoormoVick View Post
    I've killed KV-85 with the AT-gun sideshot to the engine - 1 hit explosion. Multiple times.

    I'm not saying it's not bugged, or anything - just sharing the experience.
    AT gun=/= AT nade.

    Btw, the engine part of the KV-85's side is one of its weak spots. So if you can flank KV-85, aim for the engine.

  7. #197
    Honor Member Level 14 Windmaker's Avatar
    Join Date
    Jul 2009
    Location
    Poland
    Posts
    1,112
    Rep Points
    17
    Rep Power
    5
    It's not really a bug, but it could be changed. The x and xx models of all new soviet models - T-34, IS-2, both ISU have enumeration which can't be switched off in GEM editor. So if you add any texture with numbers it's impossible to switch them off on x and xx models.

    You can do it only for normal not destroyed model but when you destroy it enumeration shows up.
    >>> MoW-Center.pl <<< Polskie Community Men of War
    >>> Call to Arms Polska <<< Polskie Community Call to Arms

  8. #198
    Member Level 27 Zeke Wolff's Avatar
    Join Date
    Jun 2007
    Location
    Fristad, Sweden
    Posts
    3,875
    Rep Points
    66
    Rep Power
    9
    It should be easy to fix yourself. Open up the vehicle_x.mdl and vehicle_xx.mdlfiles and add a ";" in front of all lines that look like this:

    {volumeview "enumerator.ply"} (please notice that if there is several enumerators on a model, each different one will be named enumerator#1.py etc). (In other words, these lines should after the fix look like this --> ;{volumeview "enumerator.ply"}

    This will prevent them from being visible on the _x and _xx models.

    Then just add the new .mdl files to your mod (in the correct vehicle folder of course).

    ~Zeke.

  9. #199
    Member Level 15 djsatane's Avatar
    Join Date
    Apr 2009
    Posts
    1,254
    Rep Points
    70
    Rep Power
    6
    Since there is chance of a new patch soon, I hope minor map fixes can be added for [usa] carentan map. There are 2 bugs:

    1. In the middle of the map there is intersection with a round house around that house there is a fence made of "fence_port1" entities. For some strange reason 8 of these fence entities have impregnability set to "full" while others are correctly set to "none". Having those 8 fences set to be indestructable makes no sense at all and it causes major problems with ai pathing especially late in battle once a lot of the area is damaged houses wiped out yet the little fence is still there and it causes ai getting stuck, same goes for player vehicles, you maybe driving and then bam tiny little fence totally stops u. Pictures below should clarify what I am refering to. Fix to this is simple just set them all to "none".




    Larger picture is here: http://steamcommunity.com/id/DJSatan...0434602154141/

    2. There is close to 20 poles on far west side of the map near road, the entity name for them is "bridge_arc2_post". They should be replaced by something else that can be easily crushed by tanks. Pictures below indicate what I am refering to. This entity bridge_arc2_post while it can be destroyed with high explosives they cannot be crushed by even heavy tanks, since some of them are near the main middle road they cause some ai vehicles to get stuck, especially german half track, when this happens game lags badly. Pictures below:



    Larger picture is here: http://steamcommunity.com/id/DJSatan...0434601967463/

    If there is a "balance" patch coming soon, hopefully we can have these map fixes in along with the previously reported major Flak 41 bug. Thanks for your time.
    Last edited by djsatane; 20-07-2012 at 05:41.

  10. #200
    Member Level 6 Table's Avatar
    Join Date
    Mar 2011
    Posts
    264
    Rep Points
    12
    Rep Power
    3
    Japanese hero Marine Tanks has one tank, but the description says that there is a pair.
    Infantry guide: http://digitalmindsoft.eu/forums/sho...-your-Infantry
    Uses of the different infantry squads guide: Link

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •